I'm not sure about Level Four Puzzle, because i'm not good at making DROD RPG puzzle. So, if you can beat this level, send me the stats. If you can't, you can send suggestion to make this level beatable.

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Entrance: Nuntar is right -- there's no way to solve this room in its current state.
3W: Platforms don't slide under obstacles, so there's no way to return from this room.
5W: The character's demand doesn't match his request. He asks for 720 greckles, but his code requires 750.

Level 2

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The first four rooms are ridiculously reminiscent of the "Herp Aderp" submission for the 2016 Year of RPG contest. I'm guessing you took a lot of inspiration from the concept.
Entrance: I'm not a fan of these kinds of puzzles, but it is indeed solvable. Remember that the player can walk on top of closed doors, so they don't have to get every door open.
1N 1W: Again, since the player can walk above closed doors, this puzzle is trivial.
2E: Not as tough as I thought it would be. Good mimic puzzle!
Overall, this level is pretty simple.

Level 3

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Entrance: It definitely looks a lot harder than it really is. Fun, but you'll want more walls and trapdoors if you want to make the puzzle more difficult.
2W: Bleh. I wish RPG let me click on doors to see which orb affected them. Good puzzle, good execution, but bad engine limitations.
3W: Actually pretty clever! I liked it!
4W: This puzzle is a lot easier since you can maneuver the mimic into a corner and let it do all the trapdoor-dropping. I don't know if this is an acceptable solution, or if you wanted just the player to drop the trapdoors.
1N 3W: This room shows how your wubba code is bugged*. When you come back from the east, the wubba shouldn't move off the pressure plate. Unfortunately, this leads to...
1N 2W: This room is unsolvable unless you enter facing the right direction. But you can't go back to the last room and change your sword direction, otherwise you let the wubba step off the pressure plate and trap you. Either fix the wubba code, or find some way to let the player keep the door open once he's on the other side.
1N 1W: Fun puzzle. I can't understand what the scroll is trying to say. By the way, is it possible to kill all the roaches? I couldn't find a way to do it.
Overall, this is much more solid than Level Two.

Level 4

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I haven't played all the way through this level yet, but it looks really good! Tons of interesting choices and challenges!

The level end stairs don't send you to Entrance 10 like you probably intended. Instead, they end the hold right then and there.

Please, please test your hold all the way through before putting it on the Architecture board. It shows us that your hold is indeed possible. More importantly, it shows us you care.

* I found a way to fix your wubba code. Replace your Default Script with this:

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Label 1
Behavior 15
Behavior 1
Move to Player 0,1
Go to 1

and make sure any character using this default script doesn't have any code of its own (IE, its "customize character" screen should be blank).

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Entrance: Nuntar is right -- there's no way to solve this room in its current state.
3W: Platforms don't slide under obstacles, so there's no way to return from this room.
5W: The character's demand doesn't match his request. He asks for 720 greckles, but his code requires 750.

Entrance : I already test it and it's solveable. Maybe you want test it again.
3W : You must solve the Level 1 Puzzle first then you can unlock hub area.
5W : I will fix it.

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The first four rooms are ridiculously reminiscent of the "Herp Aderp" submission for the 2016 Year of RPG contest. I'm guessing you took a lot of inspiration from the concept.
Entrance: I'm not a fan of these kinds of puzzles, but it is indeed solvable. Remember that the player can walk on top of closed doors, so they don't have to get every door open.
1N 1W: Again, since the player can walk above closed doors, this puzzle is trivial.
2E: Not as tough as I thought it would be. Good mimic puzzle!
Overall, this level is pretty simple.

Firstly, as like you say, I got the inspiration from "Herp Aderp" level.
Entrance : I test it and... yeah, you can pass it without opening all of the doors. I'll fix it later.
1N 1W: This puzzle is just for reminder that player can walk on top of closed doors.
2E: Thanks!

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Entrance: It definitely looks a lot harder than it really is. Fun, but you'll want more walls and trapdoors if you want to make the puzzle more difficult.
2W: Bleh. I wish RPG let me click on doors to see which orb affected them. Good puzzle, good execution, but bad engine limitations.
3W: Actually pretty clever! I liked it!
4W: This puzzle is a lot easier since you can maneuver the mimic into a corner and let it do all the trapdoor-dropping. I don't know if this is an acceptable solution, or if you wanted just the player to drop the trapdoors.
1N 3W: This room shows how your wubba code is bugged*. When you come back from the east, the wubba shouldn't move off the pressure plate. Unfortunately, this leads to...
1N 2W: This room is unsolvable unless you enter facing the right direction. But you can't go back to the last room and change your sword direction, otherwise you let the wubba step off the pressure plate and trap you. Either fix the wubba code, or find some way to let the player keep the door open once he's on the other side.
1N 1W: Fun puzzle. I can't understand what the scroll is trying to say. By the way, is it possible to kill all the roaches? I couldn't find a way to do it.
Overall, this is much more solid than Level Two.

Entrance: Hmm... I think about it.
2W: I hope it too.
3W: Thanks!
4W: Yes, it's was.
1N 3W: Seems this was a RPG bug.
1N 2W: Seems the character "I'm not constructs" isn't trying to side-step anything. I will fix the wubba code anyway.
1N 1W: Well, you can kill all roaches after you pick up the green key.

I had different experiences than Nuntar and superluminal. I was able to solve the Entrance puzzle without much difficulty, but then don't see the point of giving players two more versions of the same puzzle. There's really just one trick to it, and applying that trick to some slightly different shapes isn't very interesting. And the mimic puzzle on level 1 is easiest to solve by changing colors to break the tar/mud/gel by yourself and killing them as gel, and then releasing and killing the mimic. Which isn't, I don't think, the puzzle you intended.

I found the entrance to level 2 to be pretty easy to solve without stepping on top of doors and the rest of the level sort of a bore.

Whereas superluminal clearly solved (and I guess enjoyed, with the exception of the interface) 3:2W, I can't figure out how to get back through the red door from the bottom half after getting the blue key. The nanite floor is the only place you can shift the slayer off of the NE orb without clicking something that will close the last door before the blue key, but I can't figure out how to get him to the NE orb while still allowing me to get through the two doors blocking the nanites, without closing the red door.

quote:Gordius wrote:
I had different experiences than Nuntar and superluminal. I was able to solve the Entrance puzzle without much difficulty, but then don't see the point of giving players two more versions of the same puzzle. There's really just one trick to it, and applying that trick to some slightly different shapes isn't very interesting. And the mimic puzzle on level 1 is easiest to solve by changing colors to break the tar/mud/gel by yourself and killing them as gel, and then releasing and killing the mimic. Which isn't, I don't think, the puzzle you intended.

I found the entrance to level 2 to be pretty easy to solve without stepping on top of doors and the rest of the level sort of a bore.

Whereas superluminal clearly solved (and I guess enjoyed, with the exception of the interface) 3:2W, I can't figure out how to get back through the red door from the bottom half after getting the blue key. The nanite floor is the only place you can shift the slayer off of the NE orb without clicking something that will close the last door before the blue key, but I can't figure out how to get him to the NE orb while still allowing me to get through the two doors blocking the nanites, without closing the red door.

Hint:

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×Remember that slayer face opposite direction of player. So if player facing east, slayer will face west.

More hint:

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Use oremites to change direction to southwest so slayer will press northeast.

So I'm a bit confused by Level 7. In 5N, it doesn't seem like there's enough ATK there to ever come close to being able to kill the pirates, and then the same is true of something (Wubba, various snakes) in the rooms after that. You can still finish the level. Rather easily, really. Once I got through 3N, I was in pretty good shape to just saunter through however made sense. But it still seems odd to have monsters that are harder than you could ever possibly kill.

Also, in Level 8, is that supposed to have a x9 multiplier? Everything in 1S1W was free by the time I got there, and I had killed lots of monsters just because I could, but I wasn't close to the 360 greckles I needed to cross the lava path there (even cheating and going over each block of four doors at a cost of two doors, rather than four). If the first arrows blocking off the monsters in that room were removed (allowing me to kill all of them for free, but still only pick up one sword and one shield that I don't really need because the multiplier is so high), I'd have managed it. But given how pointless most of the choices in all the preceding rooms were, it seems more likely the multiplier is too high.[Last edited by Gordius at 07-04-2017 01:32 PM]

quote:Gordius wrote:
So I'm a bit confused by Level 7. In 5N, it doesn't seem like there's enough ATK there to ever come close to being able to kill the pirates, and then the same is true of something (Wubba, various snakes) in the rooms after that. You can still finish the level. Rather easily, really. Once I got through 3N, I was in pretty good shape to just saunter through however made sense. But it still seems odd to have monsters that are harder than you could ever possibly kill.

Also, in Level 8, is that supposed to have a x9 multiplier? Everything in 1S1W was free by the time I got there, and I had killed lots of monsters just because I could, but I wasn't close to the 360 greckles I needed to cross the lava path there (even cheating and going over each block of four doors at a cost of two doors, rather than four). If the first arrows blocking off the monsters in that room were removed (allowing me to kill all of them for free, but still only pick up one sword and one shield that I don't really need because the multiplier is so high), I'd have managed it. But given how pointless most of the choices in all the preceding rooms were, it seems more likely the multiplier is too high.

Haha... . This seems my mistake for not checking again. Thanks for found my mistake.

Also, I need tester(s) to test "Just Forward" level, and after you kill the slayer, please give me the stats! If this level is unbeatable, tell me.

"Just Forward" is impossible to beat. All choices in the first twelve rooms are between different amounts of HP, so naturally I made the choices that gave the most HP. After that, I took all the choices that maximised ATK (it is possible to get all ATK from 1W, by doorwalking). I reached the Slayer with these stats: